Added ui sprite masking
parent
81dc7b170c
commit
1ae8e6c5a8
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@ -7,6 +7,7 @@ struct InstanceInput {
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@location(5) size: f32,
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@location(6) color_transform: vec4<f32>,
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@location(7) sprite_index: u32,
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@location(8) mask_index: vec2<u32>,
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};
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struct VertexInput {
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@ -18,7 +19,9 @@ struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) texture_coords: vec2<f32>,
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@location(1) texture_index: u32,
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@location(2) color_transform: vec4<f32>,
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@location(2) mask_coords: vec2<f32>,
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@location(3) mask_index: vec2<u32>,
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@location(4) color_transform: vec4<f32>,
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}
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@group(0) @binding(0)
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@ -72,7 +75,7 @@ fn vertex_main(
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// TODO: animate
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// TODO: function to get texture from sprite
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// Pick texture frame
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let t = global_atlas[u32(animate(instance.sprite_index, global_data.current_time.x, 0.0))];
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out.texture_index = u32(t.atlas_texture);
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@ -84,16 +87,55 @@ fn vertex_main(
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out.texture_coords = vec2(out.texture_coords.x, out.texture_coords.y + t.height);
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}
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// Pick mask image if mask is enabled
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// x coordinate of mask index is either 0 or 1, telling us whether or not to use a mask.
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// y coordinate is mask sprite index
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if instance.mask_index.x == 1u {
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let ms = global_sprites[instance.mask_index.y].first_frame;
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let m = global_atlas[ms];
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out.mask_index = vec2(1u, u32(m.atlas_texture));
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out.mask_coords = vec2(m.xpos, m.ypos);
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if vertex.texture_coords.x == 1.0 {
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out.mask_coords = vec2(out.mask_coords.x + m.width, out.mask_coords.y);
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}
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if vertex.texture_coords.y == 1.0 {
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out.mask_coords = vec2(out.mask_coords.x, out.mask_coords.y + m.height);
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}
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} else {
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out.mask_coords = vec2(0.0, 0.0);
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out.mask_index = vec2(0u, 0u);
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}
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return out;
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}
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@fragment
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fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSampleLevel(
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var mask: f32 = 1.0;
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if in.mask_index.x == 1u {
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mask = textureSampleLevel(
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texture_array[in.mask_index.y],
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sampler_array[0],
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in.mask_coords,
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0.0
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).a;
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}
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var color: vec4<f32> = textureSampleLevel(
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texture_array[in.texture_index],
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sampler_array[0],
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in.texture_coords,
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0.0
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).rgba * in.color_transform;
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// Apply mask and discard fully transparent pixels
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color = vec4(color.rgb, color.a *mask);
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if color.a == 0.0 {
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discard;
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}
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return color;
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}
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@ -68,6 +68,7 @@ impl Radar {
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size: radar_size,
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color: [1.0, 1.0, 1.0, 1.0],
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sprite_index: input.ct.get_sprite_handle("ui::radar").get_index(),
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mask_index: [0, 0],
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});
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// Draw system objects
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@ -96,6 +97,7 @@ impl Radar {
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size,
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color: [0.5, 0.5, 0.5, 1.0],
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sprite_index: planet_sprite.get_index(),
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mask_index: [0, 0],
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})
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};
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}
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@ -149,6 +151,7 @@ impl Radar {
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size,
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color,
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sprite_index: ship_sprite.get_index(),
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mask_index: [0, 0],
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});
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}
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}
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@ -176,6 +179,7 @@ impl Radar {
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size,
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color,
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sprite_index: sprite.get_index(),
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mask_index: [0, 0],
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});
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state.push_ui_buffer(UiInstance {
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@ -189,6 +193,7 @@ impl Radar {
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size,
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color,
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sprite_index: sprite.get_index(),
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mask_index: [0, 0],
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});
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state.push_ui_buffer(UiInstance {
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@ -202,6 +207,7 @@ impl Radar {
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size,
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color,
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sprite_index: sprite.get_index(),
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mask_index: [0, 0],
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});
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state.push_ui_buffer(UiInstance {
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@ -215,6 +221,7 @@ impl Radar {
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size,
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color,
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sprite_index: sprite.get_index(),
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mask_index: [0, 0],
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});
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}
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@ -233,6 +240,7 @@ impl Radar {
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size: 10.0,
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color: [1.0, 1.0, 1.0, 1f32.min((m - 200.0) / 400.0)],
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sprite_index: arrow_sprite.get_index(),
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mask_index: [0, 0],
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});
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}
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}
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@ -52,6 +52,7 @@ impl Status {
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size: 200.0,
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color: [1.0, 1.0, 1.0, 1.0],
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sprite_index: input.ct.get_sprite_handle("ui::status").get_index(),
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mask_index: [0, 0],
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});
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state.push_radialbar_buffer(RadialBarInstance {
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@ -140,6 +140,11 @@ pub struct UiInstance {
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/// What texture to use for this sprite
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pub sprite_index: u32,
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/// What mask to use for this sprite
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/// If the first element is not 1, no mask is used.
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/// Second element is sprite index of mask.
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pub mask_index: [u32; 2],
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}
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impl BufferObject for UiInstance {
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@ -187,6 +192,12 @@ impl BufferObject for UiInstance {
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shader_location: 7,
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format: wgpu::VertexFormat::Uint32,
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},
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// Mask
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 10]>() as wgpu::BufferAddress,
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shader_location: 8,
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format: wgpu::VertexFormat::Uint32x2,
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},
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],
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}
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}
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